Perhaps an option to generate an endless cavern with no/littlie lights, similar to the Deep Dark? Mineral rich to reward to bold player...
Would this be a new generator, or would it be modifying one of the existing generators? Have you tried looking around in Primordial Desert's caverns; if so, how close are they to what you have in mind? Unfortunately we're not familiar with Deep Dark.
i've seen the ore spheres and its quite nice. The thing about the Deep Dark, is its completely underground. There are a few structures, other than that, its cobblestone, monsters and ore.
I added lava into the screenshots as markers while I was flying for reference points...too easy to get lost down there.
We do intend to update the Golden Tunnels generator to include in this tool, but that's going to take a while. In the meantime, you might try out the Primordial Desert generator, as the closest option that we have at this time. After running Worldmaker, just change the Generator dropdown from Planetoids to PrimordialDesert.
Golden Tunnels isn't in the current version. I do plan to get it added though. You could try Primordial Desert for something similar though - look for hollow volcanos to find an entrance to the underground part.
Is there a limit on size for them?
The UI version limits the map to 1024 chunks to a side - 16,384 blocks. The command line version has no limits (other than what your computer can handle or you're willing to wait for).
Question: in the old generator, traps in dungeons in the Primordial Desert trigger even if you're walking above ground on the sand dunes minding your own business. Then, when you go down to explore all the dungeon tunnels are already blown up. ;_; Any ideas on how you guys will tackle fixing that yet?
The problem here is that mobs spawn in all the underground tunnels. We're looking into using the doMobSpawning gamerule to prevent spawning of mobs other than via spawners. Of course, that means we need to populate any mobs that need to be in the map manually, though we have the basics for that in the framework already: there are wolves and rabbits at the oases now.
Allow customizing the block used for the sand dunes, the gravel layer and the stone layer. Also, the blocks used in the oases. So that i can have my mesa desert with mushroom oases or other wacky designs.
We'll look into enabling this. Suggestions from enthusiastic players are generally welcome, and "advanced options" for generators are planned as the next major release of Worldmaker (there may be new maps released before we get there, but those don't count as major releases). Specifically, I'm thinking of the following additional options based on what you've mentioned:
Ores contained in caves, and their relative probabilities
Ores contained in volcanos, and their relative probabilities
Sand and gravel materials for the dunes; as a stretch goal, this might even allow defining approximate layers of different materials for either
Wood and leaf materials for trees (sorry, this is the simplest way to let you build mushroom "trees"; true mushrooms require more specialized configuration)
Does the new prim desert generator include the new ores yet, btw?
Currently the primordial desert generator includes iron, redstone, gold, diamond, lapis lazuli, and coal. Adding blocks for 1.9 into the generators will be another major update, and I don't think we intend to tackle that until the advanced options are done (and 1.9 is released, but that will probably happen first - Mojang's programmers get paid to work on this stuff!). But that does mean there are ores that aren't present currently, like emerald.
noticed over the last few hours, sizes of 1000 and 2000 cause out of memory errors...i'm running 8GB of ram though.
500 seems fine
Which generator? We know Vastwood has a problem in this regard and intend to fix it; if there's other generators that are running into this, we definitely want to know about it.
Thanks for the report - I hadn't expected that one to ever happen. I'll implement proper error handling for that case for the next release. In theory, if you re-run the generator, you should be unlikely to encounter it again. Since the odds of it happening might depend on map size, what size map were you running?
Just pushed an updated version to the website: Isabirch improved performance on Primordial Desert and fixed a (somewhat rare) crash bug in it. I've also removed Halloween Hills (we did say it would only be available for a short time). It's likely we'll put it back in again at Halloween next year.
Would there be a way to mix all varieties into into one crazy map?
Maybe not due to potential conflicts with spheres, trees, and what not.
In theory - it is possible. As long as you don't mind each variety of map being its own rectangle within the overall map, it can be made to work similar to the dungeon adventures maps. A more subtle mixing is still in theory possible, but it would count as its own generator style and would take significant work to create seamless transitions.
If there's something in particular you have in mind, please let us know what exactly it is: it might happen if you do, and most likely won't if you don't. You can sent a PM to either or both of us if you'd prefer.
Would this be a new generator, or would it be modifying one of the existing generators? Have you tried looking around in Primordial Desert's caverns; if so, how close are they to what you have in mind? Unfortunately we're not familiar with Deep Dark.
i've seen the ore spheres and its quite nice. The thing about the Deep Dark, is its completely underground. There are a few structures, other than that, its cobblestone, monsters and ore.
I added lava into the screenshots as markers while I was flying for reference points...too easy to get lost down there.
Second screenshot is with night vision on.
We do intend to update the Golden Tunnels generator to include in this tool, but that's going to take a while. In the meantime, you might try out the Primordial Desert generator, as the closest option that we have at this time. After running Worldmaker, just change the Generator dropdown from Planetoids to PrimordialDesert.
I'll look into the golden tunnels once i get off work, but thank you...these mods are awesome.
Is there a limit on size for them?
Golden Tunnels isn't in the current version. I do plan to get it added though. You could try Primordial Desert for something similar though - look for hollow volcanos to find an entrance to the underground part.
The UI version limits the map to 1024 chunks to a side - 16,384 blocks. The command line version has no limits (other than what your computer can handle or you're willing to wait for).
I make map generators
Thank you Seibai. I'll test the command line one when i get out of this trap (beauty shop with wife).
The problem here is that mobs spawn in all the underground tunnels. We're looking into using the doMobSpawning gamerule to prevent spawning of mobs other than via spawners. Of course, that means we need to populate any mobs that need to be in the map manually, though we have the basics for that in the framework already: there are wolves and rabbits at the oases now.
We'll look into enabling this. Suggestions from enthusiastic players are generally welcome, and "advanced options" for generators are planned as the next major release of Worldmaker (there may be new maps released before we get there, but those don't count as major releases). Specifically, I'm thinking of the following additional options based on what you've mentioned:
Currently the primordial desert generator includes iron, redstone, gold, diamond, lapis lazuli, and coal. Adding blocks for 1.9 into the generators will be another major update, and I don't think we intend to tackle that until the advanced options are done (and 1.9 is released, but that will probably happen first - Mojang's programmers get paid to work on this stuff!). But that does mean there are ores that aren't present currently, like emerald.
noticed over the last few hours, sizes of 1000 and 2000 cause out of memory errors...i'm running 8GB of ram though.
500 seems fine
Which generator? We know Vastwood has a problem in this regard and intend to fix it; if there's other generators that are running into this, we definitely want to know about it.
Vastwood
Had an error running a Desert Wasteland 750 from the command line.
Screen shot is attached
Thanks for the report - I hadn't expected that one to ever happen. I'll implement proper error handling for that case for the next release. In theory, if you re-run the generator, you should be unlikely to encounter it again. Since the odds of it happening might depend on map size, what size map were you running?
750 was the size...i'll give it another go tonight
Just pushed an updated version to the website: Isabirch improved performance on Primordial Desert and fixed a (somewhat rare) crash bug in it. I've also removed Halloween Hills (we did say it would only be available for a short time). It's likely we'll put it back in again at Halloween next year.
I make map generators
Would there be a way to mix all varieties into into one crazy map?
Maybe not due to potential conflicts with spheres, trees, and what not.
I'll grab the new version and test out a 750 soon for you.
edit - perhaps a verbose option for the CL interface so we can know what it's doing?
While I know it's working, I'd like to know what its doing and perhaps progress on that task.
In theory - it is possible. As long as you don't mind each variety of map being its own rectangle within the overall map, it can be made to work similar to the dungeon adventures maps. A more subtle mixing is still in theory possible, but it would count as its own generator style and would take significant work to create seamless transitions.
everything is possible in theory but if the amount of work to do it is too much, don't worry
If there's something in particular you have in mind, please let us know what exactly it is: it might happen if you do, and most likely won't if you don't. You can sent a PM to either or both of us if you'd prefer.
running a 900 Primordial right now, it's been 4 hours and its 20% done. crossing fingers!
900 Desert finally finished this morning...works fine